Measuring…
The verdict for this game appears once the first full second of packets is in.
Comparing with other tests to this server…
Measuring…
The verdict for this game appears once the first full second of packets is in.
Comparing with other tests to this server…
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| Date & Time | Duration | Avg Ping | Avg Jitter | Packet Loss | Actions |
|---|
Kameo assist arriving a beat too late? Opponent teleporting out of a combo you had confirmed?
Mortal Kombat 1 gives every player two characters: a fighter and a Kameo assist called in during play. That is a genuine change to the networking problem rather than a cosmetic one - each player is now issuing inputs that control two entities whose timing has to line up with each other and with the opponent's. NetherRealm has shipped rollback netcode for years and it handles the latency well; what it cannot do is make a late assist arrive on time.
What this test sends: 60 packets per second of 50 bytes, matching Mortal Kombat 1 rather than a generic ping. verified
Rollback netcode: one input exchange per 60 fps frame.
Run the test above for at least 60 seconds. Here is what each number means for this game specifically.
A Kameo call is only useful if it arrives in a specific relationship to your own attack. When prediction depth varies from moment to moment, that relationship varies too, and the assist that covered your approach yesterday arrives after it today. This is the most Mortal Kombat 1 specific symptom on the list.
Rollback re-simulates frames when the real input differs from the predicted one. With two entities per player there is more state to re-simulate, so a large correction is more visually disruptive here than in a one-character fighter - the opponent and their assist both move.
One frame is about 17 ms at sixty frames per second, and rollback conceals a few of them comfortably. Cross-play widens the pool of opponents, which is good for queue times and means a wider spread of connection quality - worth knowing when a session feels inconsistent.
What you see in game, and which number on this page explains it.
| What you see in Mortal Kombat 1 | Look at | What it means |
|---|---|---|
| Assist arrives after your attack instead of with it | jitter | Prediction depth changed, so the two inputs no longer line up. |
| Opponent and their assist both teleport | loss | A large correction re-simulated two entities at once. |
| Quality swings match to match | ping | A wide opponent pool means a wide spread of peer connections. |
| Combos that work offline drop online | jitter | Re-simulation changed what you were reacting to mid-sequence. |
The standard account of rollback netcode assumes one character per player. Predict the opponent's input, simulate forward, and if the prediction was wrong, rewind and replay the affected frames. The visible cost of a wrong prediction is that one character ends up somewhere other than where they were drawn, and the eye usually accepts it as movement.
Mortal Kombat 1's Kameo system changes the arithmetic. Each player now drives a fighter and an assist, and the assist's value lies entirely in its timing relative to the fighter's actions - covering an approach, extending a combo, interrupting pressure. That is a second stream of consequential inputs, and a correction does not merely move a character but can change whether two actions that were meant to overlap actually did.
The practical effect is that this game rewards a stable connection more than a fast one, and it does so in a way players find hard to attribute. A late assist does not look like a network problem. It looks like a mistimed input, and the natural response is to adjust the timing - which then breaks offline, and breaks differently on the next connection. Measuring removes that trap.
It is worth saying that the netcode itself is not the weak point here. NetherRealm shipped rollback years before it became the genre's expectation, and the implementation does what it is supposed to do. What it cannot do - what no implementation can - is invent an input that never arrived. That is why the loss and jitter figures on this page are the ones that predict how your evening will go.
If the chart above shows packet loss or high jitter, work through these in order.
The Symptom: Large corrections during combo sequences.
Wireless retries produce bursts of loss, and burst loss is precisely what rollback cannot absorb. A cable changes your ping very little and changes the frequency of large corrections a great deal, which is the trade that decides matches.
The Symptom: Connection quality varies enormously between matches.
Cross-play is a real trade rather than a free improvement: it shortens queues and widens the range of connections you meet. If your sessions swing between excellent and unplayable, trying it both ways for an evening tells you more than any amount of speculation.
The Symptom: Kameo timings that worked stop working.
Assist timing is a trained relationship between two inputs, and it is the first thing an unstable line degrades. Before you retrain it, measure: a clean chart means the timing genuinely drifted, a dirty one means you would be training around a problem that is not in your hands.
The Symptom: Bad sets when the household is busy.
Fighting game traffic is a few tiny packets per frame and loses easily to a saturated upload queue. Router QoS that prioritises interactive packets removes a cause that is otherwise easy to blame on the opponent.
Yes. NetherRealm adopted rollback well before the genre settled on it as standard, which is why the studio's online play has been comparatively stable for several releases. It hides latency by predicting inputs and correcting when the prediction was wrong.
Because an assist is a second controlled entity whose timing has to line up with your own attack, and varying prediction depth changes that relationship frame by frame. Jitter is the figure to look at, not ping.
It depends on what you are optimising for. Cross-play shortens queue times and widens the range of connections you will meet. If your problem is consistency rather than waiting, restricting the pool is a reasonable experiment.
Yes. Rollback is built to conceal a few frames of latency and does it well. Lost packets make the correction later and larger, and with two characters per player there is more state to snap into place when it happens.